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Keep Your Powder Dry!

Part 2: Early
Modern Firearms
A
s innovation marches on,

crude early firearms

give way to muskets and pistols

that are easier to use and finally

replace bows and crossbows as

the ranged weapons of choice on

the battlefield. This article takes

a look at the second generation

of firearms developed in the early

modern period.

Firearms Ascendant
Firearms became much easier to use in the
period between 1500 and 1700 CE. The
muskets that replaced the heavy harquebus
were more easily held and fired thanks to
advancements in design that allowed for
smaller bullets without reducing damage. writing Walt Ciechanowski
The fickle match was replaced with new color art Indi Martin
mechanisms (starting with the wheellock editing James J. Haeck
and culminating with the flintlock) that layout Eric Life-Putnam

EN World EN5IDER | Early Modern Firearms


created their own sparks by striking steel to Keeping Your Powder Dry
pyrite. Soldiers no longer had to worry about Matchlocks are very susceptible to the weather. If
strong winds or excessive rain preventing their gunpowder gets wet (or even just damp), then it
guns from firing. is rendered inert until it dries (prestidigitation will
Tactics changed accordingly. Armies made keep gunpowder clean). Lighting a match is difficult
up for the slow rate of fire by grouping in the rain and keeping it lit is a challenge in windy
harquebusiersand later musketeerstogether conditions. While later firearms have done away
in lines so that they could rotate their fire with the match, they are still wont fire if loaded
patterns. Harquebusiers were accompanied by with wet gunpowder. If any of these conditions play
pikemen that could keep enemies at bay while the a factor then the GM can either impose disadvan-
harquebusier reloaded. Later, the development of tage on the attack roll or, in really bad weather, also
the bayonet alleviated the need for pikemen. disallow the use of matchlocks absent magic or
The development of hand blunderbusses and creative thinking to overcome it.
pistols also changed the face of warfare. Those
who could afford them often carried a brace In short, the rules mechanics support either
of pistols, or several loaded pistols worn on style. Musket-wielding rangers can walk side-by-
the body to be used in quick succession. Hand side with mace-wielding clerics clad in chainmail
blunderbusses and pistols could also be easily and longbow-wielding elven fighters if you wish
used on horseback, making firearms cavalry to include firearms as a potent but short-range
weapons as well. The lance-bearing armored alternative to other ranged weapons, or you can
knight evolved into the pistol-wielding dragoon. go all-in and design your fantasy world with a
17th century aesthetic, with swashbuckling, pistol-
wielding fighters and rogues being the dominant
Flintlocks and Fantasy martial classes. Either way, firearms can add a lot
Historically, the evolution of firearms coincided of flavor to your campaign!
with the end of medieval tactics. Practical armor
disappeared and fencing swords and knives
became the dominant melee weapons. While this Firearm Descriptions
could certainly point towards a swashbuckling Blunderbuss. This short musket has a flared
feel in a fantasy campaign (and theres a lot of fun barrel and is designed to fire shot rather than
to be had in a fantastical age of musketeers and bullets. Unlike a hand cannon, blunderbusses
pirates!) that need not be the case. Many fantasy require specially-made pellets rather than using
worlds have had potent and prolific magics on whatevers at hand. In a pinch, a blunderbuss can
the battlefield without eliminating the armored be loaded with improvised shot, but its damage
knight or axe and shield-wielding warriors. is reduced to 2d4 and until the gun is cleaned
Conversely, even fantasy campaigns with a high during a short rest, any misfire result breaks the
medieval feel often accommodate rapier-wielding barrel (as the improvised shot has compromised
duelists who historically didnt appear until well it). In melee the blunderbuss may be used as a
after firearms became ubiquitous. two-handed club dealing 1d6 damage.

Open Game Content


The game rule information in this article is designated Open Game Content. All of the other material in this article,
including maps and illustrations (including illustrations in the public domain), narrative and descriptive
text, character and place names, trade dress, EN Publishing, ENWorld, EN5ider, EN Publishing EN
product and article titles, and ENWorld and EN Publishing logos, are designated Product Identity. Publishing

Early
EarlyModern Firearms||EN
ModernFirearms ENWorld EN5IDER
World EN5IDER
Simple Ranged Weapons
Name Cost1 Damage Weight Properties2,3
Blunderbuss 250 gp special 8 lb. Ammunition (range 20/60), loading, loud, misfire,
shot(2d6 piercing), two-handed
Gun Shield 250 gp 1d10 piercing 7 lb. Ammunition (range 20/60), loud, match loading, misfire
Hand Blunderbuss 175 gp special 2 lb. Ammunition (range 10/30), loading, loud, misfire,
shot(2d4 piercing)
Hybrid Pistol 250 gp 1d10 piercing Var. Ammunition (range 20/60), loading, loud, misfire
Matchlock Musket 200 gp 1d12 piercing 10 lb. Ammunition (range 40/120), loud, match loading, misfire,
two-handed
Matchlock Pistol 150 gp 1d10 piercing 2 lb. Ammunition (range 20/60), loud, match loading, misfire
Musket 300 gp 1d12 piercing 10 lb. Ammunition (range 40/120), loading, loud, misfire,
twohanded
Pistol 200 gp 1d10 piercing 2 lb. Ammunition (range 20/60), loading, loud, misfire
1 Costs are for settings where such firearms are commonly available. The GM should feel free to increase the cost if the weapons are sufficiently rare; in
some settings they may even be considered priceless magic items!
2 New properties are described in Keep Your Powder Dry! Part 1: Firearms for Fantasy Campaigns*
3 Wheellocks are prone to misfire more often than other types of firearms. The wheellock version of this weapon misfires on a d20 roll of 1 or 2 when mak-
ing a ranged attack.

Hand Blunderbuss. A hand blunderbuss Hybrid Pistol. With the introduction of the
(commonly called a dragon in our world, wheellock it became easier to meld firearms
probably not so much in a fantasy setting with specifically the pistolwith melee weapons,
real dragons!) is a one-handed blunderbuss particularly one-handed ones. The pistol is built
and can use improvised shot like a regular into the hilt of a melee weapon in such a way as
blunderbuss, but its improvised damage is not to compromise the integrity of the weapon.
reduced to 1d4. In melee the hand blunderbuss The weapon may be fired as a pistol or wielded in
may be used as a club dealing 1d4 damage. melee as a regular melee weapon of its type.
Gun Shield. This is a defensive version of a Matchlock Musket. The matchlock musket
hybrid pistolthe pistol is built directly into is an improvement on the earlier harquebus.
the shield. A standard shield pistol requires two While its weight is unchanged, it fires smaller
hands to use (one to hold the shield and the bullets with greater accuracy and can be easily
other to fire the gun), although an enterprising handled by anyone trained to use it. In melee the
gunsmith could create a trigger that could be matchlock musket may be used as a two-handed
pulled by the hand holding the shield. club dealing 1d6 damage.
A gun shield can be crafted using a hand Matchlock Pistol. This early one-handed
blunderbuss instead of a pistol; the cost is the firearm has the same weather problems of its
same but the mechanics of the hand blunderbuss musket counterpart, although it does allow a
are substituted for the gun shields in combat. creature to use it and draw and fight with another
weapon in its off-hand. If you fire more than one
* Get Part 1: Walt Ciechanowski, Keep Your Powder Dry! Part 1: matchlock pistol in the same round, then you
Firearms for Fantasy Campaigns, EN World EN5ider, have disadvantage on all ranged attacks due to
https://www.patreon.com/posts/7797923 the awkwardness of lighting and firing so quickly.
In melee the matchlock pistol may be used as a
club dealing 1d4 damage.

EN World EN5IDER | Early Modern Firearms


Musket. This weapon dispenses the need for Wheellock Firearms
a match; pulling the trigger creates a spark that Wheellock firearms predate flintlocks by about a
lights the gunpowder. Thus, muskets arent as century (although some proto-flintlocks, such
vulnerable to inclement weather as the earlier as the snapchance, were invented a few decades
matchlock muskets. In melee the musket may be earlier) and, while they had a huge advantage
used as a two-handed club dealing 1d6 damage. over matchlocks, wheellocks were far more dif-
Pistol. This is a one-handed version of the ficult to construct and maintain. Thus the cheaper
musket and shares all of its features save range. In matchlock remained in service until the more
melee the pistol may be used as a club dealing 1d4 cost-effective flintlocks finally phased them
damage. out. The Weapons table does not distinguish
between flintlocks and wheellocks as there is little
mechanical difference between them in combat;
Equipment and the blunderbuss description, for example, could
Customization be used for wheellock blunderbusses as well as
All of the equipment and options listed under flintlock blunderbusses.
Gunpowder and Ammunition and Customizing There is some debate whether wheellocks were
Firearms in Part 1 (see footnote on previous actually faster than flintlocks. While this difference
page) are available for the firearms contained in would be negligible in a 6-second round, a GM
this article. In addition, there are a few new and might decide to give wheellocks an edge, making
amended options listed here. it an aristocratic weapon of choice even after the
Ammunition, shot (20). Blunderbusses and introduction of flintlocks. In this case, wheellocks
hand blunderbusses require specially-made do not have the loading property (enabling them to
pellets that make up a load of shot. Each shot of be fired more than once per round). In this case, a
pellets is effectively the same as a bullet in terms wheellock would command double or triple the cost
of price and weight. 1 gp. 2 lb. of its flintlock counterpart.
Bayonet. You can turn your musket into a spear
by plugging a long knife into the end of the barrel. the harquebus) with two barrels. A double-
Since affixing the bayonet requires some time, a barreled firearm costs 1 times its original price
musket may not be fired and used as a spear in and weighs nearly twice as much. A double-
the same round, although you may freely switch barreled musket also has the heavy property.
between them each round. (Historically, socket Double-barreled firearms with the loading
bayonets werent common until the 18th century, property can be fired twice before reloading.
although an enterprising gunsmith might develop A misfire generally only fouls one barrel; the
one earlier.) other may be used normally until it too misfires.
Double Barrel. It is possible to purchase Rifling. Firearms that do 1d12 damage do 2d6
muskets and pistols (including matchlocks and damage instead with a rifled barrel.

Early
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New Magic Items
This section lists three magic items that appear The Proclaimer
along with firearms. Their rarity depends on how Weapon (any musket or pistol), very rare (requires
common firearms are in your campaign. attunement by a cleric)
This firearm is dedicated to and blessed by
Adamantine Bullet a particular deity. You gain a +2 on attack and
Weapon (bullet), uncommon damage rolls made with this magic weapon (the
These bullets are made of adamantine, one of Proclaimer automatically misfires if an unattuned
the hardest substances in existence. Attacks with creature tries to use it). When you hit an undead
adamantine bullets score critical hits on rolls of 19 with it, you do an extra 2d8 radiant damage.
or 20 (if you normally score a critical hit on a 19 or The Proclaimer also has 7 charges. If you are
lower, then the adamantine bullet scores a critical a cleric dedicated to that deity (or on otherwise
hit on lower die results on a 1-for-1 basis; for friendly terms if not worshiping that particular
example, if you normally score a critical hit on a deity), then you may expend one of the charges
19 or 20 then the adamantine bullet scores one on a when making a ranged attack with the Proclaimer
roll of 18, 19, or20). against an undead creature. If the bullet hits, then
If you fire an adamantine bullet at a creature in addition to the ammunitions normal damage
wearing adamantine armor, then you only score that creature and all undead within 30 feet of
a critical hit when you normally would (a roll of it are affected as if you had used your Channel
20 for most creatures) but the adamantine armor Divinity: Turn Undead class feature (this does not
does not downgrade the critical hit. count as a use of your Channel Divinity).
Adamantine bullets are typically cast in groups The Proclaimer regains 1d6 + 1 charges daily
of 20. at dawn. If you expend the last charge, roll a d20.
On a 1, the Proclaimer loses its magic. You must
Dragons Breath Shot perform some service for your deity in order
Weapon (shot), rare to be deemed worthy to have the Proclaimer
When you fill your blunderbuss or hand restored. e
blunderbuss with this shot, it fires a cone of
energy similar to a particular dragons breath
weapon rather than doing its normal damage.
Dragons breath shot does 8d6 damage of the
appropriate energy type. Creatures may make
a saving throw against the shot as normal
(including having advantage at long range), but a
successful save still causes half damage.
There are five types of dragons breath shot: black
(acid), blue (lightning), green (poison), red (fire),
and white (cold). Each type is easily identifiable
by the color of the pellets in the shot.

EN World EN5IDER | Early Modern Firearms

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